Dream Cancel Forum
Other Fighting Games => Classic King of Fighters => King of Fighters 2k2/UM => Topic started by: krazykone123 on October 08, 2010, 01:19:52 PM
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Throws:
German Suplex - ;bk/ ;fd+ ;c close
Fisherman Buster - ;bk/ ;fd+ ;d close
Death Lake Buster - ;bk/ ;dn/ ;fd+ ;c close in air
Command Moves:
Stomping - ;bk/ ;fd+ ;b
Special Moves:
Gatling Attack - ;bk charge ;fd+ ;a/ ;c
Super Argentine Backbreaker - ;bk ;db ;dn ;df ;fd+ ;b/ ;d close
Napalm Stretch - ;fd ;dn ;df+ ;a/ ;c
Mount Tackle - ;bk ;db ;dn ;df ;fd+ ;a/ ;c
┗Clark Lift - ;dn ;dn+ ;a/ Rolling Cradle - ;dn ;dn+ ;b/ ;d / Sleeper Lift (D.D.T) - ;dn ;dn+ ;c
Frankensteiner - ;fd ;dn ;df+ ;b/ ;d close
Flashing Elbow - ;dn ;df ;fd+ ;a/ ;c (after Frankensteiner, Napalm Stretch, SAB, DDT, Rolling Cradle)
Shining Wizard - ;fd ;df ;dn ;db ;bk+ ;a/ ;c
Desperation Moves:
Ulimate Argentine Backbreaker - ;fd ;df ;dn ;db ;bk x2+ ;a/ ;c close
Running Three - ;bk ;db ;dn ;df ;fd x2 + ;b/ ;d
Super Desperation Move:
Ulimate Argentine Backbreaker - ;fd ;df ;dn ;db ;bk x2+ ;a ;c close
HSDM
Rolling Sphere - ;bk ;db ;dn ;df ;fd x2+ ;b ;d
┗ ;fd ;dn ;df+ ;b/ ;d
┗ ;bk ;db ;dn ;df ;fd+ ;a/ ;c
┗;bk ;db ;dn ;df ;fd+ ;b/ ;d
┗ ;dn ;dn+ ;b/ ;d
┗ ;dn ;dn+ ;a ;b ;c ;d
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Combos
- st. C (1), hcf+K~qcf+P
- st. C (1), hcbx2+AC
- st. C (1), b/f+B, hcf+P~d,d+C~qcf+P
- st. C (1), b/f+B, hcf+P~d,d+K~qcf+P
- st. C (1), b/f+B, hcf+P~d,d+A
- st. C (1), b+B, b~f+C, dp+P~qcf+P
- j. A, cr. A, b~f+C, dp+P~qcf+P
- st. C (1), b~f+C, dp+P~qcf+P
- cr. B, hcf+K~qcf+P
- cr. B, hcbx2+AC
- b/f+B, hcbx2+AC
- b/f+B, Rolling Sphere combo
- hcb+P (1), (SC) hcbx2+AC
- hcb+P (1), (SC) hcfx2+K
- st. C (2), (BC run) st. C (2), hcbx2+AC
- cr. B, (BC run) st. C (2), hcbx2+AC
- st. C (2), (BC run) st. C (2), b~f+C (1), hcfx2+K
- cr. B, (BC run) st. C (2), b~f+C (1), hcfx2+K
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Changes from OG 2k2
- His "Stomping" command move can be done with back and forward now
- Re-obtained his "Gatling Attack" move from the KOF 94/95
- Shining Wizard is super cancel-able on the first hit
- His old HSDM Running Pirates is gone, it's been replaced by Rolling Sphere
more soon
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It's more easy to cancel the argentina from the stomp or close C?
At least in all KOF I had problems connecting the argentina with strong normals
Other thing, how the fuck do you do his HSDM? I could never connect the second move, and the move doesn't seem that useful
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- airthrow only works with C now.
- qcf+P followup now works after d,d+K
- hcfx2+K now does three slams instead of just one. It has startup invincibility and does almost 50% (!!) damage.
- hcb+P [1 hit], dp+K and hcb+P [1 hit], b~f+C both work in BC mode.
- b~f+A 2nd hit counter, s.C/j.D reset midscreen or b~f+C, dp+A near the corner.
- s.CD counterhit, b~f+C, dp+P (corner only, s.CD recovers fast so you can confirm this).
- j.A works as a crossup.
About the HSDM, you have to switch directions for the third part of the move. So the input looks like:
- hcbx2+BD
- dp+K (do this as soon as he reaches the opponent)
- hcf+P (you have switched directions here, so it's actually hcb+P in relation to the direction you started the move from. Execute this as Clark pauses at the top of dp+K)
- hcf+K (directions switch back again, so this is facing the original way. Input this immediately after the previous move)
- d,d+K (execute this just after Clark throws them into the air)
- d,d+ABCD (execute this during the Rolling Cradle)
I'm not sure on the point of this move. It does fairly weak damage, about 35% which is more than a DM but less than the SDM and doesn't have any invincibility. The only advantage is that the super flash doesn't happen until after it connects (but the shadows as he runs and loss of meter can alert the opponent). I think a run up super grab would be more effective use of the same meter. It can be comboed into from s.C [1 hit] but there are easier to execute and more damaging options.
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After trying to get Clark achievement I realized that the HSDM is very easy to do, or at least is more easy that the first look of it
Anyway, I'm glad that in this game the combo of gatling attack with napalm stretch works, if i'm not wrong this one didn't work on OG right? it was one of my favorite combos in 99-2001
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I tried to combo rolling sphere after a stomping and didn't worked, the running animation happens but clark never grabs his opponent
Also, which is the input to cancel the first hit of an standing c into his argentina DM/SDM?
One thing that I noticed is that in 2002um is way more easy for me to combo his normal argentina after an standing c, in 98um was a pain in the ass, here I pull it every single time that I try
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You can do hcb, f+C, hcb+P to combo into his DM easier. You can also use this buffer trick in a run e.g. hcb, f,f+C, hcb+P. Rolling Sphere will only combo from b/f+B at point blank range making that combo effectively useless.
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"Duty's a female dog. Oh, think about it, fool!"
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http://www.youtube.com/watch?v=PGSFJPUwEEo
Clark Still Master Class Tutorial
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http://www.youtube.com/watch?v=PGSFJPUwEEo
Clark Still Master Class Tutorial
thx dude!
i still cant supercancel after the first hit of hold b,f. C ... i can only cancel the frankensteiner.. i know it's because of the timing but it's so damn strict -.-
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Yeah, I had troubles with gatling attack too
And I hate the command from shining kick wizard, now I cant cancel sC into his ultra argentina
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If out of MM you have to buffer sC to cancel on first hit (jA, hcb,f +C(1 hit) , hcb+C), if in MM you can do dm/sdm after second it.
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st. C (2), (BC run) st. C (2), b~f+C (1), hcfx2+K
I can't do this one, I always supercancel too late (2nd hit)
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st. C (2), (BC run) st. C (2), b~f+C (1), hcfx2+K
I can't do this one, I always supercancel too late (2nd hit)
But as of right now this is a very very damaging combo if mastered, I've seen it in Mexico..
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yeah, I understand that, since HCF + K deals way more damage than the argentina
I had to buffer some input or what?
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I always get the frankensteiner (dp+K) when I try to do the super on the first hit of that b~f + C
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yeah me too
I tried to do HCF, B F, HCF K but I just get the franksteiner
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Anyone knows how to successfully connect Running 3 or SAB after st. C -BC- st. C - b charge f,
Even with that amount of moves in Clark's move list, he feels some what limited, I really wish Clark was his own character ( he feels like ralf but with command throws )
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DG, can you ask to your mexican friends how they pull the bc combo with clark, I'm sure that requires some kind of buffering, since the combo is really a pain in the ass to pull, and the best that I could do was cancel the second hit of his charging attack
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Does Clark have any good match-ups or anyone he can shut down?